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===Third Level Spells=== Animal Control: This spell allows the cleric to control up to 3-18 1st level animals, up to 2-12 2nd level animals, and up to 1-6 3rd level animals. Duration: Until dispeled, or until removed by the caster of the spell, or the caster loses control by going unconscious, dying, or moving outside of range. Range: 12” . Benison of Courage: This spell adds 20% to the saving throw vs. Fear of a single recipient for three turns, as Reduce Fear (1C), but with an area effect, a 6” radius surrounding the caster, affecting all of the same ethical standing as the cleric (good vs. evil). If the recipient is already in a state of induced Fear, the recipient gets a normal Fear saving throw immediately, and breaks free of the effect if successful. This spell may be directed at an individual to break an induced Fear effect, in which case the recipient adds 5 × the level of the cleric to his immediate Fear saving throw (one time only). Range: 3” if directed, else 6” radius around caster. Note: this spell will benefit larger numbers of fearful beings by improving their saving throws for recovery checks. Calm Creatures: A spell that calms one unusual animal or monster per level of the caster, negating non- magical fear of surroundings or events. Duration: 6 turns. Range 6” radius from caster. Continual Light: This spell creates a 12” radius circle of illumination emanating from a point within 12” of the cleric. The light cast is as bright as full daylight (which will affect anything which hates light, or is unable to see in bright light) but will not have the destructive powers of full sunlight against vampires and other such creatures. Duration: until dispeled. 3-6 Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells Cure Disease: This spell is used to cure any form of disease, including those caused by curses and other non- normal means of transmission. If cast within 12 hours of the infection, this spell will prevent the transmission of any lycanthropic (i.e. werewolfism) disease to a bitten victim. The cleric must be in physical contact with the subject. Detect Food: This spell allows the cleric to find food (if it exists) in a wilderness, desert, or other situations where necessary. Range: 2” per level of the cleric casting the spell. Detect Possession: This spell allows the cleric to detect an extra mind in control of a body, such as when a person is taken over magically or demonically. Range: adjacent to the subject. Diagnosis: This spell allows the cleric to determine what is wrong with a character that has mysteriously collapsed, or otherwise determine the extent of indeterminate damage effects, including possible cures. Range: adjacent to the subject. Dispel Clerical Spell: This spell allows a cleric to cancel the effects of a continuing spell (such as Hold Person (2C)). It will not cancel the effects of a previously cast spell of a non-continuing nature (such as a completed healing spell). It will interrupt a healing or restorative spell that is in progress at the time of the Dispel. The chance of dispeling the spell depends on the levels and Wisdoms of both the clerics involved. There is a 90% chance of the dispel working if the two clerics are the same level. A cleric of Wisdom 15 or higher gets +5% in his favor (note: if both clerics are Wisdom 15+ this cancels out). If the clerics are not the same level, the higher level cleric gets a 10% modifier for each level of difference added to the 90% base in his favor. For example a 8th level cleric with Wisdom of 15 trying to dispel a spell of 12th level cleric with Wisdom of 14 would have a 90+5-(4×10) = 55% chance of success. Range: 3”. Empathic Cure: This spell allows a cleric to fully cure another character of damage taken, by transferring all the hits taken by the other character to the cleric. If the hits taken are enough to cause the cleric to become unconscious, he will do so, but will not deteriorate towards death from that point unless damaged further. If the hits taken are sufficient to kill the cleric, then the cleric will die, and the amount of damage transferred will only equal the death level of the cleric. Range: in contact with the other person. Evil’s Bane: This spells works as Anoint Weapon (0C) with the added feature that the spell makes a single melee weapon do +3 damage per die vs. Evil opponents. This damage bonus replaces any lesser bonus vs. Evil already on the weapon. The maximum added damage is 1 point per level of the spell’s caster per blow. So a weapon doing 4 dice would need a 12th level cleric casting this spell to get the full effect. Duration: 3 Turns. Fear: This spell will cause all living creatures in a 3” × 3” × 2” area with one face of the square directly adjacent to and centered upon the caster to make a saving throw vs. Fear or flee the caster. For creatures without separate Fear saving throws, use their Clerical Spell saving throw. Freedom: This spell dispels any single target’s magical or clerical charm, hold, or other form of mental control. There is a 50% chance of dispeling, reduced by 5% for each level that the caster is below the level of the caster of the original spell. Range 3”. Gliding: This spell allows the cleric to glide through the air, the rate of descent being controllable from a vertical dive to a 20:1 glide ratio of horizontal to vertical movement. Duration: 6 turns. Grand Bless: The cleric may give the benison of the Grand Bless spell during any turn that the beings to be affected are not in melee or otherwise fighting. A Grand Bless raises morale by +2, fear saving throws by 5%, attack level by +2, improves archery by 5%, and its effects stack with other magical or clerical effects (other than another Bless or Grand Bless). Duration: 6 turns. Range: can affect all beings of the same alignment as the caster within 6” of the caster. Holy Shield: This spell reduces the amount of damage the caster will take from a single magical or physical type of damage during its operation, as specified by the caster at the time of casting. Thus the cleric can specify that his Holy Shield will protect him from Fire, and for its duration his level would be subtracted from any damage that would result from fire, magical or natural. If the cleric is hit by more than one form of damaging fire during that time, the shield affects each damage separately. Note that a cleric cannot create a Shield vs., say physical damage in general or against drowning, while being crushed by a Kraken. However, when facing a Red Dragon, a Shield against Fire could be quite useful. Duration: 3 turns. Holy Strength (+13): This spell adds 13 to the strength of the cleric. It does not stack with other strength spells or items. Duration: 3 Turns. Iron Faith: This spell causes the caster to become immune to magical and clerical charms and controls and gain 20% vs. Con and similar attempts to influence his behavior. The spell is broken if the caster attempts any charm or control spell, otherwise it lasts for 6 turns. Locate Object: In order for this particular spell to be effective it must be cast with certain knowledge of what is to be located. Thus the exact nature, dimensions, coloring, etc., of some magical item would have to be known in order for the spell to work. Well known objects, such as a particular flight of stairs often traveled, can be detected by this spell. The spell gives the user the direction of the object desired, but not the distance. The desired object must be within range to be detected at all. Range: 9” + 1” per level of the cleric casting the spell. Warlock 1993 Clerical Spells 3-7 Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells Morimini in Pacem: This spell specifically de- animates animated Undead in a 6” × 6” × 4” square with one side centered on the caster. The number of Undead affected is limited to (level of the caster × 50) divided by (level of the Undead squared). Note that this spell is sometimes less effective than a normal Turn Undead spell (0C) when used against very high level animated Undead. Radiate Goodness: This spell causes all Evil beings within 3” of the caster to make a saving throw vs. Fear if attempting to directly attack the cleric. Failure of this saving throw means an inability to attack the caster. Duration: 3 turns. Remove Curse: A spell to remove any one curse, Geas (6M), or Quest (4C). Using this spell in the case of someone holding a cursed magical item would remove the effect of the item’s curse on that person, but would not affect the item permanently. (Beings under the influence of a Geas or a Quest may not use this spell.) The chance of the curse being neutralized is the (caster’s level divided by the curse’s level) × 100%. Any one cleric may attempt to remove a given curse only once. The same rule applies to any item that removes a curse, i.e., only one try per curse. Range: adjacent to the target. True Sight: This spell permits the caster to see through all magical forms of illusion or invisibility for its duration, but not to penetrate mechanical disguises or Indetectibility (6M). Duration: 3 turns. Walk on Water: This spell allows a cleric to walk on the surface of bodies of water for 6 turns, carrying his normal load. Ward Weapons: This spell enables the caster to specify a single weapon or closely related class of weapons (swords, or spears, or arrows, for example). For the duration of the spell, damage from that particular weapon or group of weapons will do the caster a reduced amount of damage, -2 per die. Note that while it would be possible to use this spell to ward against natural body weapons, Warding against a Dragon’s Claw would not reduce the damage done by the Dragon’s Teeth, much less his Breath Weapon. Duration: 3 turns.
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